How to make a duplicate emerald a different color

Discussion in 'Discussion and Q&A Archive' started by Professor Neo, Jul 23, 2009.

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  1. Professor Neo

    Professor Neo Well-Known Member Member

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    [​IMG]


    This is the expected result of my emerald palette, but with S1 color limitations, some emeralds will appear different


    I am still having an issue with the 7th emerald. I'd rather duplicate a blue one rather than a gray one because the gray one uses one less color then the blue or red one. And how can I make a separate palette with two duplicate blue or gray emeralds so that the duplicate one (7th) doesn't appear like the original but the desired color (light blue)?
     
    Last edited by a moderator: Jul 23, 2009
  2. Armada

    Armada DID SOMEONE SAY WEEABOO? Member

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    An MD palette has space for 16 colors, 1 being transparent (and 4 palette lines, IIRC). So, you have 15 available colors. If you have 7 emeralds, give them 2 colors each and leave 1 for white (the text can share the yellow emerald's color). You may have to cut some details in the color, but you won't need 2 palettes.
     
  3. Professor Neo

    Professor Neo Well-Known Member Member

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    What I did now is duplicate the first stage because the blue emerald has more shading than the gray and the light blue emerald will look better. Sorry I haven't made such a response in a while
     
    Last edited by a moderator: Oct 6, 2009
  4. GrandMasterGalvatron

    GrandMasterGalvatron Let's get Legendary Member

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    Change your palette to include a sky emerald and then modify your art and or mappings to fit.
     
  5. MarkeyJester

    MarkeyJester ♡ ! Member

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    Mappings for sprites on S1 are formatted like so:


    dc.b $VV,$WW,$XX,$YY, $ZZ


    you'll be interested in the first nybble of XX (the first X), we need to break this down into bits, so, X = 0000,


    The first 0 -> [0]000


    if the bit is 0, then the sprite is in low plane


    if the bit is 1, then the sprite is in high plane


    The middle two 0's -> 0[00]0


    if the bits are 00, then palette line 1 is selected for the sprite piece.


    if the bits are 01, then palette line 2 is selected for the sprite piece.


    if the bits are 10, then palette line 3 is selected for the sprite piece.


    if the bits are 11, then palette line 4 is selected for the sprite piece.


    The last 0 -> 000[0]


    if the bit is 0, then the sprite is normal


    if the bit is 1, then the sprite is upside-down


    Lets move on to the second nybble (The second X), again, breaking up into bits, so, X = 0000


    The first bit we're interested in the more than anything:


    if the bit is 0, then the sprite is normal


    if the bit is 1, then the sprite is backwards (Mirrored)


    -----------------------------------------------------------------


    Basically to sum it up for people who don't understand and only wnat to know about colouring a sprite on a different palette line:


    if XX is 00, then palette line 1 is selected


    if XX is 20, then palette line 2 is selected


    if XX is 40, then palette line 3 is selected


    if XX is 60, then palette line 4 is selected


    If however you want the sprites in high plane, then:


    if XX is 80, then palette line 1 is selected (High plane)


    if XX is A0, then palette line 2 is selected (High plane)


    if XX is C0, then palette line 3 is selected (High plane)


    if XX is E0, then palette line 4 is selected (High plane)


    I suggest looking into using the other palette lines as it's much more simpler, plus the fact that you can have the graphics and a high standard =P
     
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